Cleric

hit dice: d8 per Cleric level
hit points at 1st level: 8 + your Constitution Modifier
hit points at higher levels: 1d8 + your Constitution Modifier
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons
tools: -
saving throws: Wisdom. One of Strength or Charisma. (Choose between Intelligence, Wisdom or Charisma for spellcasting and class features)
skills: Religion and choose two of History, Insight, Investigation, Medicine or Persuasion.
starting equipment:

Mace
Scale Mail or Leather Armor
Light Crossbow
20 Bolts
Shield
Holy Symbol
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.



spellcasting:
Class LevelProf. BonusCantripsLevel 1 SlotsLevel 2 SlotsLevel 3 SlotsLevel 4 SlotsLevel 5 SlotsLevel 6 SlotsLevel 7 SlotsLevel 8 SlotsLevel 9 Slots
1+232--------
2+233--------
3+2342-------
4+2443-------
5+34432------
6+34433------
7+344331-----
8+344332-----
9+4443331----
10+4543332----
11+45433321---
12+45433321---
13+554333211--
14+554333211--
15+5543332111-
16+5543332111-
17+65433321111
18+65433331111
19+65433332111
20+65433332211

Amount of spells prepared = Intelligence, Wisdom or Charisma modifier + your cleric level

class features:

Short Description.

Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Level 1 Feature.

Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Cleric, you are a Non Martial, however, if your Divine Domain grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.

Level 1 Feature.

Divine Domain.

Choose the Divine Domain you belong to you, each of which is detailed at the end of the class's description.

Level 2 Feature.

Channel Divinity.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Level 2 Feature.

Channel Divinity: Turn Undead.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Level 2 Feature.

Channel Divinity: Harness Divine Power.
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Level 2 Feature.

Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.

Level 4 Feature.

Ability Score Improvement.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 5 Feature.

Destroy Minor Undead.
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Level 6 Feature.

Improved Channel Divinity.
Beginning at 6th level, you can use your Channel Divinity twice between rests.

Level 6 Feature.

Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.

Level 8 Feature.

Ability Score Improvement.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 8 Feature.

Destroy Lesser Undead.
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Level 10 Feature.

Divine Intervention.
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Level 11 Feature.

Destroy Undead.
Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Level 12 Feature.

Ability Score Improvement.
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 14 Feature.

Destroy Greater Undead.
Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Level 14 Feature.

Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.

Level 16 Feature.

Ability Score Improvement.
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 17 Feature.

Destroy Major Undead.
Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Level 17 Feature.

Divine Domain Feature.
You gain a feature granted by your Divine Domain choice, which you can find in the appropriate page.

Level 18 Feature.

Supreme Channel Divinity.
Beginning at 18th level, you can use your Channel Divinity three times between rests.

Level 19 Feature.

Ability Score Improvement.
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to take a Feat instead.

Level 20 Feature.

Godly Intervention.
At 20th level, your call for intervention succeeds automatically, no roll required.

subclass options:

Arcana
Blood
Community
Creation
Death
Festivity
Forge
Grave
Hunt
Inquisition
Journey
Knowledge
Life
Light
Moon
Nature
Night
Order
Peace
Shrine Warden
Sky
Tempest
Trickery
Twilight
War
Water
Witchcraft


Created by

Octavia..

Statblock Type

Class Features

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